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Motion Test

 

Key moments

0:02 - New game selection

0:03 - Loading screen

0:07 - Game begins

0:15 -  Idle player alert

0:20 - Nudge player action

0:31 - Board re-orientation

0:38 - Settings adjust

0:42 - Theme selection

0:47 - Game & avatar updates

0:55 - Game finish

Patrick Hosmer Motion Test

Tic-tac-toe mobile gameplay sequence


Summary

Understanding that tic-tac-toe is a minimal and terse game, I attempt to accomplish three things through motion:

  • Maximize joy
  • Emphasize non-linear aspects of play
  • Increase interaction between players

Maximize joy

Here, traditional analog game elements are elevated to delight; Xs & Os, avatars and screen loaders all have a subtle, weighed bounce. Joy is for the living. These things are alive. 

Non-linear aspects of play

Analog tic-tac-toe can be played side-by-side or across a table because the game has no fixed or correct orientation. A mobile game that ignores this truth has committed a design crime. Allowing players to re-orient the board gives them another way to rethink the game and their opponent. 

Interaction between players

The scourge of user-on-user games is waiting. Here, when a player is idle, their opponent can directly nudge them with a playful swipe. This would yield an alert on the opponent's end to make a move. 

Addendum: 3rd party integration

Warby Parker's brand focus is seen less in a re-skinning of elements and more in the persistent avatars at the bottom of the game. The faces are auto-fitted with the store's glasses which are labeled for the remainder of the game. And at the game's conclusion, the winner's frames are detailed with an option to purchase out-of-game.

The Warbyland theme ensures a fun —and funny — and unique gameplay experience every time.